/jangine

Jan's chess engine

Primary LanguageC++

Jangine -- Jan's C++ chess engine

Jangine is a chess engine (computer program that plays chess) I wrote in 2022 (parts in 2015).

Logo of Jangine, created by DALL-E

  • Board representation is done with 10x12 boards.

    • This is similar to 8x8 boards but only needs a single index to address each square, instead relying on sentinel values for efficient out-of-bounds detection. This leads to a simple programming model.
    • Speed could be improved with the more advanced technique of bitboards which I haven't had time to research yet.
  • Evaluation is very simple. It is based entirely on material counting and piece-square tables.

    • This means each piece type gets a value based on the square it is on and the game phase (middlegame/endgame).
    • The square values were obtained from looking at other engines, my chess player intuition, and testing.
    • The piece values were chosen to stop the engine from giving up N+B for R+P or Q for R+R.
  • Search: Traditional alpha-beta search with quiescence search for correctness.

    • Transposition table of constant size 176 MiB for storing information about searched positions.
    • Iterative deepening is used so that the best move from depth-n-search can be stored as hash move in the hash table and tried first during depth-(n+1)-search.
    • Null move pruning, delta pruning
    • Depth extensions for
      1. checks
      2. pawn reaching seventh rank
    • In order to generate as many alpha-beta cutoffs as possible, moves are tried in the following order:
      1. Hash move
      2. Captures in MVV-LVA order
      3. Killer moves (killer heuristic)
      4. Other quiet moves (incl. promotions) in no particular order
  • For now: No principal variation search (did not speed program up), no late move reductions (risky!), no futility pruning (I cannot detect checks efficiently), no static exchange evaluation.

  • Opening/endgame optimizations:

    • No opening or endgame database is built-in, and should be provided externally.
    • No specialized strategies either, so even simple endgame plans might not be found.
  • Time management:

    • Iterative deepening, keep deepening while trying to use under 5% of the remaining time.
  • Language choice:

    • C (later C++) was chosen in 2015 due to superior speed over most languages.
    • Because I had no C/C++ experience in 2015 (and still don't have very much), there are code quality issues.
    • Since many features (e.g. using a std::map vs a static C array) of C++ are too slow for my use case I am thinking of switching the engine back to C entirely.
  • UCI/XBoard support: Partial, both being worked on.

  • GUI: I use the Arena Chess GUI for testing.

  • Strength: On a (Ryzen 3600X single-core):

    • [33d1b644 2022-06-20] Was able to beat my NM friend 6-0 in Blitz (3+0) and 37½-2½ (35W 3D 1L) in Bullet (1+0)

Play me on Lichess! https://lichess.org/@/jangine

Usage

Build:

g++ -Ofast jangine.cpp -o jangine

Build on Linux for Windows:

sudo apt install mingw-w64
x86_64-w64-mingw32-g++ -Wall -c -g -Ofast jangine.cpp -o jangine.o
x86_64-w64-mingw32-g++ -static -static-libgcc -static-libstdc++ -o jangine.exe jangine.o

Run the included test suites:

# Run set of demo positions (checkmate, stalemate, promotion, en passant, etc.)
./jangine -t

# Solve tactics exercises from the book "Win At Chess"
python test_win_at_chess.py  # Python >= 3.7

Run as an interactive (stdin/stdout) UCI engine:

./jangine

To host bot for lichess, clone the lichess-bot project https://github.com/ShailChoksi/lichess-bot and place the engine binary in the engines/ folder.

Versions

Version G1920 2+1 est. CCRL G2315 2+1 est. CCRL CCRL
2022-12-01 - - - - -
2022-12-27 - - - - -
2022-12-29 82.0/110 (74.5%) 2106 18.5/100 (18.5%) 2057 1938*
2023-01-15 83.5/ 99 (84.3%) 2213 115.0/500 (23.0%) 2105 -
2023-03-31 - - 146.0/500 (29.2%) 2161 -

*: Dubious rating as print statements were leading to large time losses on buggy testing setup

G2315 is a 10-man gauntlet against the following opponents rated an average of 2315:

  • (2374) Jazz 721
  • (2361) Jackychess-0.13.4.jar
  • (2346) Plisk-0.2.7d
  • (2343) Chess4j-5.1-linux.jar
  • (2324) Mediocre_v0.5.jar
  • (2319) AICE Linux 0.99.2
  • (2310) Sungorus64-1.4
  • (2271) Paladin-0.1
  • (2264) Phalanx-scid-3.61
  • (2242) SpaceDog-0.97.7-Linux

G1920 is an 11-man gauntlet against the following opponents rated an average of 1920:

  • (1995) Gully-2.16pl1
  • (1965) Weasel-1.0.2-Beta
  • (1965) Sissa-64-2.0
  • (1962) ALChess_184_x64
  • (1954) Tinman-v0.4.0
  • (1927) Heracles 0.6.16
  • (1912) Matmoi-7.15.0-cct
  • (1876) Rustic-alpha-3.0.0-linux-64-bit-popcnt
  • (1863) Deepov-0.4
  • (1856) Fatalii-v0.3.1-x86_64-unknown-linux-musl
  • (1842) Sayuri-2018.05.23-linux-64bit

CCRL rating estimated by assuming opponents in a group are rated close to the average:

1 / (1 + 10^((opponentAverage - myRating)/400))  =  scorePercentage

Rearranges to:

myRating  =  opponentAverage - 400 * math.log10(1/scorePercentage - 1)